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QoL Suggestions (2025)

wreckingball

New member
Proposed Changes for the 7 PC Blackwing Jewelry Set:

Current 7 pc set bonuses:
25% health
25% armor
20% base damage

Since these values apply to the base pet values before expertise is applied they are a little too weak to be a viable alternative to using your tank/heal/DPS 7 Piece sets for your profession.

Proposed new bonus Values:

100% health
100% Armor
80% base damage

This would see your pet with 22k health (30k with expertise) , 6.4k armor (10.2k with expertise),765 DPS ( 1250 DPS with expertise)

These changes I feel would give the pet enough HP and armor to survive the large amounts of AoE damage in end game content and just enough extra DPS to be a viable alternative to the other 7 PC jewelry sets.
 

Erotica

Well-known member
Proposed Changes for the 7 PC Blackwing Jewelry Set:

Current 7 pc set bonuses:
25% health
25% armor
20% base damage

Since these values apply to the base pet values before expertise is applied they are a little too weak to be a viable alternative to using your tank/heal/DPS 7 Piece sets for your profession.

Proposed new bonus Values:

100% health
100% Armor
80% base damage

This would see your pet with 22k health (30k with expertise) , 6.4k armor (10.2k with expertise),765 DPS ( 1250 DPS with expertise)

These changes I feel would give the pet enough HP and armor to survive the large amounts of AoE damage in end game content and just enough extra DPS to be a viable alternative to the other 7 PC jewelry sets.
This is what it should be. but i feel

Beyond needs to add what other mmo's do for pets. and give them a 90% AOE Dmg taken reduction. cause aoe's are something in every game that destroys pets and why in most mmo's now they just make them immune to aoe dmg.

But otherwise ya this would give the set some use beside it still wouldent help.
 

Erotica

Well-known member
Most mmo's like 99% now days have Critical healing. SWG lacks this given it was made long ago..


Add Critical heals

  • Effected by Crit Chance and only regular Crit can not double stack it. weapon crit would have zero effect on this so you coulden't get infinite crit heals. DSJ Already has this mechanic through drain.
  • Critical heals boost the heal by 25% most mmo's its 50%. 25% would be ideal.
  • If we are worried about it effecting other classes...which i dont see a big deal with it. It gives others option if they wanna go full crit then they can benefit from it. Then you can make it so it only effects healers i.e medics Vanguard and if we get any other healers in the future.
  • Change the Block chance under medic to boost the critical healing by 5% per box (no idea why medic was given block when its one of the useless stats forem)
 

Erotica

Well-known member
Medic Changes+ Cleanse Revert.


  • Revert the double cleanse change and add it back into the expertise for all medics (This was changed soley for an old crowd that came over that ain't playing. it only pissed the plays before them playing and driven them away it was pointless making this change when lots voiced concerns on it and it was ignored and people were told deal with it.

  • Add a new ability to strikers. in place of the revert. seriously strikers is a damage set so why not give them a new ability? give them a new version of burst. Advanced Burst Mark 1 (Deals damage in a AOE around the target and applies a advanced version of the Debuff on all targets it hits and does increased damage you could boost it's damage by 30% and not only would this give strikers a big option to shine in PVE but also be somewhat useful in PVP for the debuff because it would be an advanced version that requires you to have the base version.

  • Reverting also means Doom should be given a buff and one simple way to do this which i feel is balanced and would make doom in PVP extremely scary in the right hands. and thats the 7 piece gains a new buff that applies advanced versions of the debuffs when proced from the 7 piece and the debuffs can not be cleansed off . so when the target procs doom they can not get rid of the debuffs. the debuffs won't get any boost they just cant be stripped as they are an advanced version and would need to expire, basically makes doom medic scary and could make playing against one a challenge if they know what they are doing.
 
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